418 lines
16 KiB
C++
418 lines
16 KiB
C++
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/*
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* $Id: gensym.cpp,v 1.7 1995/11/21 14:45:51 sjl Exp $
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*
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* Copyright (c) Microsoft Corp. 1993-1997
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*
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* All rights reserved.
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*
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* This file contains private, unpublished information and may not be
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* copied in part or in whole without express permission of
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* Microsoft Corp.
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*
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*/
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#include "ddrawpr.h"
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#include "dxgint.h"
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#include "resource.hpp"
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#include "texture.hpp"
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#include "volume.hpp"
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#include "mipmap.hpp"
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#include "mipvol.hpp"
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#include "cubemap.hpp"
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#include "surface.hpp"
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#include "d3d8ddi.h"
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#include <windows.h>
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#include <assert.h>
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include "dpf.h"
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#include "d3di.hpp"
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#include "ddi.h"
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#include "d3dpr.hpp"
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#include "ddrawp.h"
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#include "memalloc.h"
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#include "fltval.h"
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#include "stateset.hpp"
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#include "hmgr.hpp"
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#include "d3dexcept.hpp"
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#include "drawprim.hpp"
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#include "resource.inl"
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#include "pipeln.h"
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#define DEFINE(type, member) \
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printf(#type "_" #member " equ 0%xh\n", ((LONG)(&((type *)0)->member)))
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#define MACRO(name) \
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printf(#name " equ 0%xh\n", name)
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main()
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// pcomment prints a comment.
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#define pcomment(s) printf("; %s\n",s)
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// pequate prints an equate statement.
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#define pequate(name, value) printf("%s equ 0x%08lX\n",name,value);
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#define OFFSET(type, field) ((LONG)(&((type *)0)->field))
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// pblank prints a blank line.
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#define pblank() printf("\n")
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#define printVCACHE(name) \
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{ \
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printf("%-30s equ 0%LXH\n", "PV_VCACHE_"#name, OFFSET(D3DFE_PROCESSVERTICES, vcache.##name)); \
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}
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#define printD3DI_LIGHT(name) \
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{ \
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printf("%-30s equ 0%LXH\n", "D3DI_LIGHT_"#name, OFFSET(D3DI_LIGHT, name)); \
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}
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#define printD3DFE_LIGHTING(name) \
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{ \
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printf("%-30s equ 0%LXH\n", "PV_LIGHTING_"#name, OFFSET(D3DFE_PROCESSVERTICES, lighting.##name)); \
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}
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#define printDevice(name) \
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{ \
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printf("%-30s equ 0%LXH\n", "DEVI_"#name, OFFSET(CD3DHal, name)); \
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}
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#define printPV(name) \
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{ \
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printf("%-30s equ 0%LXH\n", "D3DPV_"#name, OFFSET(D3DFE_PROCESSVERTICES, name)); \
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}
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#define printDeviceDP2(name) \
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{ \
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printf("%-30s equ 0%LXH\n", #name, OFFSET(CD3DHalDP2, name)); \
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}
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{
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pcomment("------------------------------------------------------------------");
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pcomment(" Module Name: offsets.asm");
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pcomment("");
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pcomment(" Defines D3D assembly-language structures.");
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pcomment(" This file is generated");
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pcomment("");
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pcomment(" Copyright (c) 1998, 1995 Microsoft Corporation");
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pcomment("------------------------------------------------------------------");
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pblank();
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pblank();
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DEFINE(D3DINSTRUCTION, wCount);
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DEFINE(D3DINSTRUCTION, bSize);
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DEFINE(D3DINSTRUCTION, bOpcode);
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DEFINE(D3DVERTEX, x);
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DEFINE(D3DVERTEX, y);
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DEFINE(D3DVERTEX, z);
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DEFINE(D3DVERTEX, tu);
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DEFINE(D3DVERTEX, tv);
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DEFINE(D3DHVERTEX, dwFlags);
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DEFINE(D3DHVERTEX, hx);
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DEFINE(D3DHVERTEX, hy);
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DEFINE(D3DHVERTEX, hz);
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printf("D3DHVERTEX_size equ %d\n", sizeof(D3DHVERTEX));
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DEFINE(D3DTRIANGLE, v1);
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DEFINE(D3DTRIANGLE, v2);
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DEFINE(D3DTRIANGLE, v3);
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DEFINE(D3DTRIANGLE, wFlags);
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printf("D3DTRIANGLE_size equ %d\n", sizeof(D3DTRIANGLE));
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DEFINE(D3DMATRIXI, _11);
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DEFINE(D3DMATRIXI, _12);
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DEFINE(D3DMATRIXI, _13);
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DEFINE(D3DMATRIXI, _14);
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DEFINE(D3DMATRIXI, _21);
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DEFINE(D3DMATRIXI, _22);
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DEFINE(D3DMATRIXI, _23);
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DEFINE(D3DMATRIXI, _24);
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DEFINE(D3DMATRIXI, _31);
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DEFINE(D3DMATRIXI, _32);
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DEFINE(D3DMATRIXI, _33);
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DEFINE(D3DMATRIXI, _34);
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DEFINE(D3DMATRIXI, _41);
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DEFINE(D3DMATRIXI, _42);
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DEFINE(D3DMATRIXI, _43);
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DEFINE(D3DMATRIXI, _44);
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printf("D3DMATRIXI_size equ %d\n", sizeof(D3DMATRIXI));
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printf("D3DFE_LIGHTING_size equ %d\n", sizeof(D3DFE_LIGHTING));
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printf("D3DFE_VIEWPORTCACHE_size equ %d\n", sizeof(D3DFE_VIEWPORTCACHE));
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MACRO(D3DOP_TRIANGLE);
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MACRO(D3DCS_LEFT);
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MACRO(D3DCS_RIGHT);
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MACRO(D3DCS_TOP);
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MACRO(D3DCS_BOTTOM);
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MACRO(D3DCS_FRONT);
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MACRO(D3DCS_BACK);
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MACRO(D3DTBLEND_COPY);
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MACRO(D3DSHADE_FLAT);
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MACRO(D3DCMP_LESSEQUAL);
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MACRO(D3DCMP_GREATEREQUAL);
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MACRO(D3DCMP_ALWAYS);
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MACRO(D3DSTATUS_ZNOTVISIBLE);
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MACRO(D3DDEV_DONOTCLIP);
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// Geometry pipeline
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pcomment("-------------------- VCACHE ------------------------------------");
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printVCACHE(scaleX);
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printVCACHE(scaleY);
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printVCACHE(scaleZ);
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printVCACHE(offsetX);
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printVCACHE(offsetY);
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printVCACHE(offsetZ);
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printVCACHE(minXgb);
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printVCACHE(minYgb);
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printVCACHE(maxXgb);
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printVCACHE(maxYgb);
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printVCACHE(minX);
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printVCACHE(minY);
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printVCACHE(maxX);
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printVCACHE(maxY);
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printVCACHE(gb11);
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printVCACHE(gb22);
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printVCACHE(gb41);
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printVCACHE(gb42);
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printVCACHE(Kgbx1);
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printVCACHE(Kgby1);
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printVCACHE(Kgbx2);
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printVCACHE(Kgby2);
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printVCACHE(dvX);
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printVCACHE(dvY);
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printVCACHE(dvWidth);
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printVCACHE(dvHeight);
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printVCACHE(scaleXi);
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printVCACHE(scaleYi);
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printVCACHE(minXi);
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printVCACHE(minYi);
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printVCACHE(maxXi);
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printVCACHE(maxYi);
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pcomment("---------------- D3DFE_LIGHTING ------------------------------------");
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printD3DFE_LIGHTING(diffuse);
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printD3DFE_LIGHTING(alpha);
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printD3DFE_LIGHTING(diffuse0);
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printD3DFE_LIGHTING(currentSpecTable);
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printD3DFE_LIGHTING(specular);
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printD3DFE_LIGHTING(outDiffuse);
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printD3DFE_LIGHTING(vertexAmbient);
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printD3DFE_LIGHTING(vertexDiffuse);
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printD3DFE_LIGHTING(outSpecular);
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printD3DFE_LIGHTING(vertexSpecular);
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printD3DFE_LIGHTING(dwLightingFlags);
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printD3DFE_LIGHTING(alphaSpecular);
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printD3DFE_LIGHTING(model_eye);
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printD3DFE_LIGHTING(activeLights);
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printD3DFE_LIGHTING(material);
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printD3DFE_LIGHTING(ambientSceneScaled);
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printD3DFE_LIGHTING(ambientScene);
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printD3DFE_LIGHTING(fog_mode);
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printD3DFE_LIGHTING(fog_density);
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printD3DFE_LIGHTING(fog_start);
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printD3DFE_LIGHTING(fog_end);
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printD3DFE_LIGHTING(fog_factor);
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printD3DFE_LIGHTING(specThreshold);
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printD3DFE_LIGHTING(ambient_save);
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printD3DFE_LIGHTING(materialAlpha);
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printD3DFE_LIGHTING(materialAlphaS);
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printD3DFE_LIGHTING(dwDiffuse0);
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printD3DFE_LIGHTING(directionToCamera);
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printD3DFE_LIGHTING(dwAmbientSrcIndex);
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printD3DFE_LIGHTING(dwDiffuseSrcIndex);
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printD3DFE_LIGHTING(dwSpecularSrcIndex);
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printD3DFE_LIGHTING(dwEmissiveSrcIndex);
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pcomment("---------------- D3DI_LIGHT ------------------------------------");
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printD3DI_LIGHT(model_position);
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printD3DI_LIGHT(type);
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printD3DI_LIGHT(model_direction);
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printD3DI_LIGHT(flags);
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printD3DI_LIGHT(falloff);
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printD3DI_LIGHT(inv_theta_minus_phi);
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printD3DI_LIGHT(halfway);
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printD3DI_LIGHT(next);
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printD3DI_LIGHT(range_squared);
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printD3DI_LIGHT(attenuation0);
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printD3DI_LIGHT(attenuation1);
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printD3DI_LIGHT(attenuation2);
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printD3DI_LIGHT(cos_theta_by_2);
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printD3DI_LIGHT(cos_phi_by_2);
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printD3DI_LIGHT(position);
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printD3DI_LIGHT(direction);
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printD3DI_LIGHT(range);
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pcomment("---------------- D3DFE_PROCESSVERTICES ------------------------------");
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printPV(mCTM);
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printPV(dwMaxTextureIndices);
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printPV(lighting);
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printPV(vcache);
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printPV(lpdwRStates);
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printPV(ClipperState);
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printPV(dwFlags);
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printPV(dwDeviceFlags);
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printPV(dwNumVertices);
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printPV(dwNumPrimitives);
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printPV(dwNumIndices);
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printPV(lpwIndices);
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printPV(primType);
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printPV(nTexCoord);
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printPV(position);
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printPV(normal);
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printPV(diffuse);
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printPV(specular);
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printPV(textures);
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printPV(dwVIDIn);
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printPV(dwVIDOut);
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printPV(dwOutputSize);
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printPV(lpvOut);
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printPV(lpClipFlags);
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printPV(dwClipUnion);
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printPV(dwClipIntersection);
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printPV(texOffset);
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printPV(normalOffset);
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printPV(diffuseOffset);
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printPV(specularOffset);
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printPV(texOffsetOut);
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printPV(diffuseOffsetOut);
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printPV(specularOffsetOut);
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printPV(dwClipMaskOffScreen);
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printPV(dwFirstClippedVertex);
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printPV(userClipPlane);
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printPV(dwFlags2);
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pcomment("---------------- CD3DHal ------------------------------------");
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printDevice(m_DeviceType );
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// printDevice(ddiType );
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// printDevice(lpD3DHALCallbacks );
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// printDevice(lpD3DHALGlobalDriverData );
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// printDevice(lpD3DHALCallbacks2 );
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// printDevice(lpD3DHALCallbacks3 );
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// printDevice(lpDD );
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// printDevice(lpD3DExtendedCaps);
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// printDevice(pfnRastService);
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printDevice(transform );
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printDevice(dwFEFlags);
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printDevice(specular_tables);
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printDevice(specular_table);
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printDevice(lightVertexFuncTable);
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printDevice(m_lpD3DMappedTexI);
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printDevice(m_dwHintFlags);
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// printDevice(lpwDPBuffer);
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printDevice(HVbuf);
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printDevice(rstates);
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printDevice(tsstates);
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pcomment("---------------- MISC ------------------------------------");
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/*
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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pequate("DEVI_ ", OFFSET(CD3DHal, ));
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*/
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pequate("_R_", 0);
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pequate("_G_", 4);
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pequate("_B_", 8);
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pequate("_X_", 0);
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pequate("_Y_", 4);
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pequate("_Z_", 8);
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pequate("_W_", 12);
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pequate("D3DLIGHTI_COMPUTE_SPECULAR ", D3DLIGHTI_COMPUTE_SPECULAR);
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pcomment("---------------- dwHintFlags-----------------------------------");
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pequate("D3DDEVBOOL_HINTFLAGS_INSCENE ", D3DDEVBOOL_HINTFLAGS_INSCENE );
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pequate("D3DDEVBOOL_HINTFLAGS_MULTITHREADED ", D3DDEVBOOL_HINTFLAGS_MULTITHREADED);
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pcomment("---------------- m_dwRuntimeFlags ---------------------------------");
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pequate("D3DRT_RECORDSTATEMODE ", D3DRT_RECORDSTATEMODE );
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pequate("D3DRT_EXECUTESTATEMODE ", D3DRT_EXECUTESTATEMODE );
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pequate("D3DRT_NEED_TEXTURE_UPDATE ", D3DRT_NEED_TEXTURE_UPDATE );
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pcomment("---------------- dwFEFlags ------------------------------------");
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pequate("D3DFE_WORLDMATRIX_DIRTY ", D3DFE_WORLDMATRIX_DIRTY );
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pequate("D3DFE_TLVERTEX ", D3DFE_TLVERTEX );
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pequate("D3DFE_PROJMATRIX_DIRTY ", D3DFE_PROJMATRIX_DIRTY );
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pequate("D3DFE_VIEWMATRIX_DIRTY ", D3DFE_VIEWMATRIX_DIRTY );
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pequate("D3DFE_NEED_TRANSFORM_LIGHTS ", D3DFE_NEED_TRANSFORM_LIGHTS );
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pequate("D3DFE_MATERIAL_DIRTY ", D3DFE_MATERIAL_DIRTY );
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pequate("D3DFE_CLIPPLANES_DIRTY ", D3DFE_CLIPPLANES_DIRTY );
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pequate("D3DFE_LIGHTS_DIRTY ", D3DFE_LIGHTS_DIRTY );
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pequate("D3DFE_VERTEXBLEND_DIRTY ", D3DFE_VERTEXBLEND_DIRTY );
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pequate("D3DFE_FRUSTUMPLANES_DIRTY ", D3DFE_FRUSTUMPLANES_DIRTY );
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pequate("D3DFE_WORLDVIEWMATRIX_DIRTY ", D3DFE_WORLDVIEWMATRIX_DIRTY );
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pequate("D3DFE_FVF_DIRTY ", D3DFE_FVF_DIRTY );
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pequate("D3DFE_MAP_TSS_TO_RS ", D3DFE_MAP_TSS_TO_RS );
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pequate("D3DFE_INVWORLDVIEWMATRIX_DIRTY ", D3DFE_INVWORLDVIEWMATRIX_DIRTY);
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pequate("D3DRT_LOSTSURFACES ", D3DRT_LOSTSURFACES );
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pequate("D3DFE_DISABLE_TEXTURES ", D3DFE_DISABLE_TEXTURES );
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pequate("D3DFE_CLIPMATRIX_DIRTY ", D3DFE_CLIPMATRIX_DIRTY );
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pequate("D3DFE_TLHAL ", D3DFE_TLHAL );
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pcomment("---------------- pv->dwFlags ------------------------------------");
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pequate("D3DPV_FOG ", D3DPV_FOG );
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pequate("D3DPV_DOCOLORVERTEX ", D3DPV_DOCOLORVERTEX );
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pequate("D3DPV_LIGHTING ", D3DPV_LIGHTING );
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pequate("D3DPV_SOA ", D3DPV_SOA );
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pequate("D3DPV_COLORVERTEX_E ", D3DPV_COLORVERTEX_E );
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||
|
pequate("D3DPV_COLORVERTEX_D ", D3DPV_COLORVERTEX_D );
|
||
|
pequate("D3DPV_COLORVERTEX_S ", D3DPV_COLORVERTEX_S );
|
||
|
pequate("D3DPV_COLORVERTEX_A ", D3DPV_COLORVERTEX_A );
|
||
|
pequate("D3DPV_DONOTCOPYSPECULAR ", D3DPV_DONOTCOPYSPECULAR );
|
||
|
pequate("D3DPV_NONCLIPPED ", D3DPV_NONCLIPPED );
|
||
|
pequate("D3DPV_FRUSTUMPLANES_DIRTY ", D3DPV_FRUSTUMPLANES_DIRTY );
|
||
|
pequate("D3DPV_VBCALL ", D3DPV_VBCALL );
|
||
|
pequate("D3DPV_DONOTCOPYTEXTURE ", D3DPV_DONOTCOPYTEXTURE );
|
||
|
pequate("D3DPV_TLVCLIP ", D3DPV_TLVCLIP );
|
||
|
pequate("D3DPV_TRANSFORMONLY ", D3DPV_TRANSFORMONLY );
|
||
|
pequate("D3DPV_DONOTCOPYDIFFUSE ", D3DPV_DONOTCOPYDIFFUSE );
|
||
|
pequate("D3DPV_PERSIST ", D3DPV_PERSIST );
|
||
|
pcomment("---------------- pv->dwDeviceFlags ------------------------------");
|
||
|
pequate("D3DDEV_GUARDBAND ", D3DDEV_GUARDBAND );
|
||
|
pequate("D3DDEV_RANGEBASEDFOG ", D3DDEV_RANGEBASEDFOG );
|
||
|
pequate("D3DDEV_FOG ", D3DDEV_FOG );
|
||
|
pequate("D3DDEV_SHADERDIRTY ", D3DDEV_SHADERDIRTY);
|
||
|
pequate("D3DDEV_DONOTSTRIPELEMENTS ", D3DDEV_DONOTSTRIPELEMENTS);
|
||
|
pequate("D3DDEV_VERTEXSHADERS ", D3DDEV_VERTEXSHADERS);
|
||
|
pequate("D3DDEV_VBPROCVER ", D3DDEV_VBPROCVER);
|
||
|
pequate("D3DDEV_DOPOINTSPRITEEMULATION ", D3DDEV_DOPOINTSPRITEEMULATION);
|
||
|
pequate("D3DDEV_FLATSHADEMODE ", D3DDEV_FLATSHADEMODE);
|
||
|
pequate("D3DDEV_SPECULARENABLE ", D3DDEV_SPECULARENABLE);
|
||
|
pequate("D3DDEV_TRANSFORMEDFVF ", D3DDEV_TRANSFORMEDFVF);
|
||
|
pequate("D3DDEV_INDEXEDVERTEXBLENDENABLE ", D3DDEV_INDEXEDVERTEXBLENDENABLE);
|
||
|
pequate("D3DDEV_FRUSTUMPLANES_DIRTY ", D3DDEV_FRUSTUMPLANES_DIRTY);
|
||
|
pequate("D3DDEV_TEXTRANSFORMDIRTY ", D3DDEV_TEXTRANSFORMDIRTY );
|
||
|
pequate("D3DDEV_TRANSFORMDIRTY ", D3DDEV_TRANSFORMDIRTY );
|
||
|
pequate("D3DDEV_REMAPTEXTUREINDICES ", D3DDEV_REMAPTEXTUREINDICES);
|
||
|
pequate("D3DDEV_LIGHTSDIRTY ", D3DDEV_LIGHTSDIRTY );
|
||
|
pequate("D3DDEV_DONOTCLIP ", D3DDEV_DONOTCLIP );
|
||
|
pequate("D3DDEV_MODELSPACELIGHTING ", D3DDEV_MODELSPACELIGHTING );
|
||
|
pequate("D3DDEV_LOCALVIEWER ", D3DDEV_LOCALVIEWER );
|
||
|
pequate("D3DDEV_NORMALIZENORMALS ", D3DDEV_NORMALIZENORMALS );
|
||
|
pequate("D3DDEV_TEXTURETRANSFORM ", D3DDEV_TEXTURETRANSFORM );
|
||
|
pequate("D3DDEV_STRIDE ", D3DDEV_STRIDE );
|
||
|
pequate("D3DDEV_COLORVERTEX ", D3DDEV_COLORVERTEX );
|
||
|
pequate("D3DDEV_POSITIONINCAMERASPACE ", D3DDEV_POSITIONINCAMERASPACE);
|
||
|
pequate("D3DDEV_NORMALINCAMERASPACE ", D3DDEV_NORMALINCAMERASPACE);
|
||
|
pequate("D3DDEV_LIGHTING ", D3DDEV_LIGHTING);
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|